Every unit has a weakness and for that reason, there's no unit that would come out victorious over any unit in the game in mass amounts. The best single units are the BC, the Carrier and the Gardian or ultralisk.

Both tanks and lings can be very easly countered with air. And goons are real slow, and bulky, making them hard to mass.

If you've ever played a real SC game, you would know how valuable tanks, lings, and goons are.

Most units have their own special attributes that make them great in different situations. But you can win TvZ games without building a single tank. Dragoons aren't as useful as Zealots in PvZ. I do agree that lings are an essential unit in ZvsAnything.

-------------------"Train by day Joe Rogan podcast by night, all day."

Most units have their own special attributes that make them great in different situations. But you can win TvZ games without building a single tank. Dragoons aren't as useful as Zealots in PvZ. I do agree that lings are an essential unit in ZvsAnything.

Do you not agree that Tanks are THE most useful unit in tvt and tvp? Or that goons are the most (or at least one of the most, I don't play as P or Z) useful unit in pvp or pvt? How many games that aren't rushes are there that don't use these units in those MUs?

tvz will see tanks, more often than anything else that isn't mm or vessel. Almost every other unit I can think of only plays an important role on 1 mu. Gols are an exception, since they pop up in tvt and tvp, but they aren't nearly as helpful as tanks.

If I'm not mistaken, goons are basically required if z goes lurkers. They probably can help you out as well if z goes muta, until you get your first archon.

Most units have their own special attributes that make them great in different situations. But you can win TvZ games without building a single tank. Dragoons aren't as useful as Zealots in PvZ. I do agree that lings are an essential unit in ZvsAnything.

Do you not agree that Tanks are THE most useful unit in tvt and tvp? Or that goons are the most (or at least one of the most, I don't play as P or Z) useful unit in pvp or pvt? How many games that aren't rushes are there that don't use these units in those MUs?

tvz will see tanks, more often than anything else that isn't mm or vessel. Almost every other unit I can think of only plays an important role on 1 mu. Gols are an exception, since they pop up in tvt and tvp, but they aren't nearly as helpful as tanks.

If I'm not mistaken, goons are basically required if z goes lurkers. They probably can help you out as well if z goes muta, until you get your first archon.

Dragoons take a backseat to the Zealots in PvZ. High Templar and their storms are great against lurkers, and Zealots aren't defenseless against them either. Dragoons are also very weak against Mutalisks, since they do concussion damage. Corsairs can easily handle Mutalisks and cannons are great in that situation too. The point is there is no "Best Unit" of any race. StarCraft is unique like that.

-------------------"Train by day Joe Rogan podcast by night, all day."

Zerglings are important to me during battle, because of their amazing numbers which I can use to distract and the flank or bypass using another group of zerglings. You can simply divide them up in battle it can distract or annihilate tanks and dragoons; almost anything when fully upgraded in speed and attack.

Most of the time, I replace Ultralisks with lings, depending on my economy. I usually fast expand during start, which is essential to zergs, which I quickly obtain an endless supply of resources to fast breed lings with burrow. (Good scouting move and for amushing in chocks.) I also use hyralisks and lurkers as rear attackers, and my lings up front, allowing them to leak through and break the united enemies. Always works, except when mass Zealots, and Templar storms gets in the way. >.<

Dragoons take a backseat to the Zealots in PvZ. High Templar and their storms are great against lurkers, and Zealots aren't defenseless against them either. Dragoons are also very weak against Mutalisks, since they do concussion damage. Corsairs can easily handle Mutalisks and cannons are great in that situation too.

The most common opening zergs do, I believe, is hydra, and lots get RAPED by them. Despite lots taking less damage than goons, the lots have to run to the hydra first, and basic micro from the hydras will prevent the lots from doing much of anything.

quote

The point is there is no "Best Unit" of any race. StarCraft is unique like that.

No, when there are differences between two things, one has to be better than the other. Maybe two things can be close enough to simply call it a tie, but one is always going to be better.

The most common opening zergs do, I believe, is hydra, and lots get RAPED by them. Despite lots taking less damage than goons, the lots have to run to the hydra first, and basic micro from the hydras will prevent the lots from doing much of anything.

quote

The point is there is no "Best Unit" of any race. StarCraft is unique like that.

No, when there are differences between two things, one has to be better than the other. Maybe two things can be close enough to simply call it a tie, but one is always going to be better.

Most good Protoss players can stop a hydra rush without a single dragoon. Anytime, Reach and Nal_rA are pretty famous for their abilities to do so. Speedlots and cannons help alot. Cannons at Protoss natural can hold off the Zerg until Protoss goes leg ups or some other tech to counter the Zerg.

Most units in SC have their own unique uses. The abilities needed are spread out between all of them so one unit can't be the best.

Examples: In TvT, one player could have significantly less tanks than the other, but can still win if he had more dropships. The ability to transport your units in TvT is even more important than setting up defense lines with tanks. *Flash vs Boxer @ Proleague is the best example of this*In TvP we know Tanks are very powerful, but try winning a TvP, against a good Protoss, without a single Vulture. It's not going to happen. Vultures are just as important as Tanks since they do higher damage against Zealots, lay mines, and are very good at worker harassment. *Look at any game above D- PGT*Every unit in SC needs to be backed up by another, and to me that means there can't be a best unit. The best unit should be self-sufficient and none of the units in SC are.

This message was edited by AznLiquid on Jul 31 2007.

-------------------"Train by day Joe Rogan podcast by night, all day."

lmao.. what a worthless thread.Best Unit? Are you being serious here? The point of a strategy game is to have choices- Every unit is counterable. This is so ridiculous, there is no best. What to build depends on what your enemy has and chances are it will vary. Jesus.. best unit.. how ridiculous.. SCII and its Mothership isn't out yet.

No, when there are differences between two things, one has to be better than the other. Maybe two things can be close enough to simply call it a tie, but one is always going to be better.

The Best Unit in the game is the Battle Cruiser. In a 1v1 with any other unit, the Battle cruiser will always win. However, as mentioned before, units balance out each other in countless ways so just going Battle Cruisers will not be effective. They may be single the best, but with strategy, they can be beaten by weaker units making them inferior in certain situations.